Whole codebase updated to TypeScript 0.9.1, phew!

This commit is contained in:
Richard Davey
2013-08-08 19:16:47 +01:00
parent df32190db8
commit 1248a6c06e
129 changed files with 38471 additions and 30343 deletions
+24 -29
View File
@@ -1,9 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../geom/Point.ts" />
/// <reference path="../geom/Rectangle.ts" />
/// <reference path="../geom/Circle.ts" />
/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="RectangleUtils.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - SpriteUtils
@@ -15,7 +10,7 @@ module Phaser {
export class SpriteUtils {
static _tempPoint: Point;
static _tempPoint: Phaser.Point;
static _sin: number;
static _cos: number;
@@ -25,7 +20,7 @@ module Phaser {
* @param sprite {Sprite} The Sprite that will have its cameraView property modified
* @return {Rectangle} A reference to the Sprite.cameraView property
*/
static updateCameraView(camera: Camera, sprite: Sprite): Rectangle {
static updateCameraView(camera: Phaser.Camera, sprite: Phaser.Sprite): Phaser.Rectangle {
if (sprite.rotation == 0 || sprite.texture.renderRotation == false)
{
@@ -40,21 +35,21 @@ module Phaser {
// If the sprite is rotated around its center we can use this quicker method:
if (sprite.transform.origin.x == 0.5 && sprite.transform.origin.y == 0.5)
{
SpriteUtils._sin = sprite.transform.sin;
SpriteUtils._cos = sprite.transform.cos;
Phaser.SpriteUtils._sin = sprite.transform.sin;
Phaser.SpriteUtils._cos = sprite.transform.cos;
if (SpriteUtils._sin < 0)
if (Phaser.SpriteUtils._sin < 0)
{
SpriteUtils._sin = -SpriteUtils._sin;
Phaser.SpriteUtils._sin = -Phaser.SpriteUtils._sin;
}
if (SpriteUtils._cos < 0)
if (Phaser.SpriteUtils._cos < 0)
{
SpriteUtils._cos = -SpriteUtils._cos;
Phaser.SpriteUtils._cos = -Phaser.SpriteUtils._cos;
}
sprite.cameraView.width = Math.round(sprite.height * SpriteUtils._sin + sprite.width * SpriteUtils._cos);
sprite.cameraView.height = Math.round(sprite.height * SpriteUtils._cos + sprite.width * SpriteUtils._sin);
sprite.cameraView.width = Math.round(sprite.height * Phaser.SpriteUtils._sin + sprite.width * Phaser.SpriteUtils._cos);
sprite.cameraView.height = Math.round(sprite.height * Phaser.SpriteUtils._cos + sprite.width * Phaser.SpriteUtils._sin);
sprite.cameraView.x = Math.round(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.cameraView.width * sprite.transform.origin.x));
sprite.cameraView.y = Math.round(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.cameraView.height * sprite.transform.origin.y));
}
@@ -71,21 +66,21 @@ module Phaser {
}
static getAsPoints(sprite: Sprite): Phaser.Point[] {
static getAsPoints(sprite: Phaser.Sprite): Phaser.Point[] {
var out: Phaser.Point[] = [];
// top left
out.push(new Point(sprite.x, sprite.y));
out.push(new Phaser.Point(sprite.x, sprite.y));
// top right
out.push(new Point(sprite.x + sprite.width, sprite.y));
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y));
// bottom right
out.push(new Point(sprite.x + sprite.width, sprite.y + sprite.height));
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height));
// bottom left
out.push(new Point(sprite.x, sprite.y + sprite.height));
out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height));
return out;
@@ -195,8 +190,8 @@ module Phaser {
*
* @return Whether or not the point overlaps this object.
*/
static overlapsPoint(sprite: Sprite, point: Point): boolean {
return SpriteUtils.overlapsXY(sprite, point.x, point.y);
static overlapsPoint(sprite: Phaser.Sprite, point: Phaser.Point): boolean {
return Phaser.SpriteUtils.overlapsXY(sprite, point.x, point.y);
}
/**
@@ -206,16 +201,16 @@ module Phaser {
*
* @return {boolean} Whether the object is on screen or not.
*/
static onScreen(sprite: Sprite, camera: Camera = null): boolean {
static onScreen(sprite: Phaser.Sprite, camera: Phaser.Camera = null): boolean {
if (camera == null)
{
camera = sprite.game.camera;
}
SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera);
Phaser.SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera);
return (SpriteUtils._tempPoint.x + sprite.width > 0) && (SpriteUtils._tempPoint.x < camera.width) && (SpriteUtils._tempPoint.y + sprite.height > 0) && (SpriteUtils._tempPoint.y < camera.height);
return (Phaser.SpriteUtils._tempPoint.x + sprite.width > 0) && (Phaser.SpriteUtils._tempPoint.x < camera.width) && (Phaser.SpriteUtils._tempPoint.y + sprite.height > 0) && (Phaser.SpriteUtils._tempPoint.y < camera.height);
}
@@ -227,7 +222,7 @@ module Phaser {
*
* @return {Point} The <code>Point</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
*/
static getScreenXY(sprite: Sprite, point: Point = null, camera: Camera = null): Point {
static getScreenXY(sprite: Phaser.Sprite, point: Phaser.Point = null, camera: Phaser.Camera = null): Phaser.Point {
if (point == null)
{
@@ -236,7 +231,7 @@ module Phaser {
if (camera == null)
{
camera = this.game.camera;
camera = sprite.game.camera;
}
point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x;
@@ -269,7 +264,7 @@ module Phaser {
* @param x {number} The new X position of this object.
* @param y {number} The new Y position of this object.
*/
static reset(sprite: Sprite, x: number, y: number) {
static reset(sprite: Phaser.Sprite, x: number, y: number) {
sprite.revive();
//sprite.body.touching = Types.NONE;